command.h
author bjarni
Thu, 05 Oct 2006 12:59:28 +0000
changeset 4739 e626ef1b522e
parent 4712 4335ad42e163
child 4828 4e6f53fa10cb
permissions -rw-r--r--
(svn r6651) -Coding feature: added the windowevent WE_INVALIDATE_DATA
This gives the ability to invalidate some window data and recalculate as needed instead of doing it for each WE_PAINT

This event is called right away when using InvalidateWindowData(), so it may be a good idea to set a bool or similar in the window
or similar and then act on that bool in WE_PAINT instead of doing a lot of stuff in WE_INVALIDATE_DATA as it might be called more than once before WE_PAINT is called

InvalidateWindowData() will not automatically repaint the window, so if you want to repaint it as well, you need to mark it dirty as well.

Made the depot windows use WE_INVALIDATE_DATA to set when to generate the engine and wagon lists instead of at each redraw
It makes no sense to regenerate the list when say using the scrollbar if we know that no vehicle have entered or left the list

NOTE: currently there is a piece of code to generate the list when it's not needed and compare it to the stored list and assert if they mismatch
This check is somewhat slow and kills the whole idea of WE_INVALIDATE_DATA, so it's a short lived one to verify that InvalidateWindowData() is used everywhere where it's needed
/* $Id$ */

#ifndef COMMAND_H
#define COMMAND_H

enum {
	CMD_BUILD_RAILROAD_TRACK         =   0,
	CMD_REMOVE_RAILROAD_TRACK        =   1,
	CMD_BUILD_SINGLE_RAIL            =   2,
	CMD_REMOVE_SINGLE_RAIL           =   3,
	CMD_LANDSCAPE_CLEAR              =   4,
	CMD_BUILD_BRIDGE                 =   5,
	CMD_BUILD_RAILROAD_STATION       =   6,
	CMD_BUILD_TRAIN_DEPOT            =   7,
	CMD_BUILD_SIGNALS                =   8,
	CMD_REMOVE_SIGNALS               =   9,
	CMD_TERRAFORM_LAND               =  10,
	CMD_PURCHASE_LAND_AREA           =  11,
	CMD_SELL_LAND_AREA               =  12,
	CMD_BUILD_TUNNEL                 =  13,

	CMD_REMOVE_FROM_RAILROAD_STATION =  14,
	CMD_CONVERT_RAIL                 =  15,

	CMD_BUILD_TRAIN_WAYPOINT         =  16,
	CMD_RENAME_WAYPOINT              =  17,
	CMD_REMOVE_TRAIN_WAYPOINT        =  18,

	CMD_BUILD_ROAD_STOP              =  21,
	CMD_BUILD_LONG_ROAD              =  23,
	CMD_REMOVE_LONG_ROAD             =  24,
	CMD_BUILD_ROAD                   =  25,
	CMD_REMOVE_ROAD                  =  26,
	CMD_BUILD_ROAD_DEPOT             =  27,

	CMD_BUILD_AIRPORT                =  29,

	CMD_BUILD_DOCK                   =  30,

	CMD_BUILD_SHIP_DEPOT             =  31,
	CMD_BUILD_BUOY                   =  32,

	CMD_PLANT_TREE                   =  33,

	CMD_BUILD_RAIL_VEHICLE           =  34,
	CMD_MOVE_RAIL_VEHICLE            =  35,

	CMD_START_STOP_TRAIN             =  36,

	CMD_SELL_RAIL_WAGON              =  38,

	CMD_SEND_TRAIN_TO_DEPOT          =  39,
	CMD_FORCE_TRAIN_PROCEED          =  40,
	CMD_REVERSE_TRAIN_DIRECTION      =  41,

	CMD_MODIFY_ORDER                 =  42,
	CMD_SKIP_ORDER                   =  43,
	CMD_DELETE_ORDER                 =  44,
	CMD_INSERT_ORDER                 =  45,

	CMD_CHANGE_SERVICE_INT           =  46,

	CMD_BUILD_INDUSTRY               =  47,

	CMD_BUILD_COMPANY_HQ             =  48,
	CMD_SET_PLAYER_FACE              =  49,
	CMD_SET_PLAYER_COLOR             =  50,

	CMD_INCREASE_LOAN                =  51,
	CMD_DECREASE_LOAN                =  52,

	CMD_WANT_ENGINE_PREVIEW          =  53,

	CMD_NAME_VEHICLE                 =  54,
	CMD_RENAME_ENGINE                =  55,
	CMD_CHANGE_COMPANY_NAME          =  56,
	CMD_CHANGE_PRESIDENT_NAME        =  57,
	CMD_RENAME_STATION               =  58,

	CMD_SELL_AIRCRAFT                =  59,
	CMD_START_STOP_AIRCRAFT          =  60,
	CMD_BUILD_AIRCRAFT               =  61,
	CMD_SEND_AIRCRAFT_TO_HANGAR      =  62,
	CMD_REFIT_AIRCRAFT               =  64,

	CMD_PLACE_SIGN                   =  65,
	CMD_RENAME_SIGN                  =  66,

	CMD_BUILD_ROAD_VEH               =  67,
	CMD_START_STOP_ROADVEH           =  68,
	CMD_SELL_ROAD_VEH                =  69,
	CMD_SEND_ROADVEH_TO_DEPOT        =  70,
	CMD_TURN_ROADVEH                 =  71,
	CMD_REFIT_ROAD_VEH               =  72,

	CMD_PAUSE                        =  73,

	CMD_BUY_SHARE_IN_COMPANY         =  74,
	CMD_SELL_SHARE_IN_COMPANY        =  75,
	CMD_BUY_COMPANY                  =  76,

	CMD_BUILD_TOWN                   =  77,

	CMD_RENAME_TOWN                  =  80,
	CMD_DO_TOWN_ACTION               =  81,

	CMD_SET_ROAD_DRIVE_SIDE          =  82,

	CMD_CHANGE_DIFFICULTY_LEVEL      =  85,

	CMD_START_STOP_SHIP              =  86,
	CMD_SELL_SHIP                    =  87,
	CMD_BUILD_SHIP                   =  88,
	CMD_SEND_SHIP_TO_DEPOT           =  89,
	CMD_REFIT_SHIP                   =  91,

	CMD_ORDER_REFIT                  =  98,
	CMD_CLONE_ORDER                  =  99,
	CMD_CLEAR_AREA                   = 100,

	CMD_MONEY_CHEAT                  = 102,
	CMD_BUILD_CANAL                  = 103,

	CMD_PLAYER_CTRL                  = 104, // used in multiplayer to create a new player etc.
	CMD_LEVEL_LAND                   = 105, // level land

	CMD_REFIT_RAIL_VEHICLE           = 106,
	CMD_RESTORE_ORDER_INDEX          = 107,
	CMD_BUILD_LOCK                   = 108,

	CMD_BUILD_SIGNAL_TRACK           = 110,
	CMD_REMOVE_SIGNAL_TRACK          = 111,

	CMD_GIVE_MONEY                   = 113,
	CMD_CHANGE_PATCH_SETTING         = 114,

	CMD_SET_AUTOREPLACE              = 115,

	CMD_CLONE_VEHICLE                = 116,
	CMD_MASS_START_STOP              = 117,
	CMD_DEPOT_SELL_ALL_VEHICLES      = 118,
	CMD_DEPOT_MASS_AUTOREPLACE       = 119,
};

enum {
	DC_EXEC            = 0x01,
	DC_AUTO            = 0x02, // don't allow building on structures
	DC_QUERY_COST      = 0x04, // query cost only,  don't build.
	DC_NO_WATER        = 0x08, // don't allow building on water
	DC_NO_RAIL_OVERLAP = 0x10, // don't allow overlap of rails (used in buildrail)
	DC_AI_BUILDING     = 0x20, // special building rules for AI
	DC_NO_TOWN_RATING  = 0x40, // town rating does not disallow you from building
	DC_FORCETEST       = 0x80, // force test too.

	CMD_ERROR = ((int32)0x80000000),
};

#define CMD_MSG(x) ((x)<<16)

enum {
	CMD_AUTO                  = 0x0200,
	CMD_NO_WATER              = 0x0400,
	CMD_NETWORK_COMMAND       = 0x0800, // execute the command without sending it on the network
	CMD_NO_TEST_IF_IN_NETWORK = 0x1000, // When enabled, the command will bypass the no-DC_EXEC round if in network
	CMD_SHOW_NO_ERROR         = 0x2000,
};

/** Command flags for the command table
 * @see _command_proc_table
 */
enum {
	CMD_SERVER  = 0x1, /// the command can only be initiated by the server
	CMD_OFFLINE = 0x2, /// the command cannot be executed in a multiplayer game; single-player only
};

typedef int32 CommandProc(TileIndex tile, uint32 flags, uint32 p1, uint32 p2);

typedef struct Command {
	CommandProc *proc;
	byte flags;
} Command;

//#define return_cmd_error(errcode) do { _error_message=(errcode); return CMD_ERROR; } while(0)
#define return_cmd_error(errcode) do { return CMD_ERROR | (errcode); } while (0)

/**
 * Check the return value of a DoCommand*() function
 * @param res the resulting value from the command to be checked
 * @return Return true if the command failed, false otherwise
 */
static inline bool CmdFailed(int32 res)
{
	// lower 16bits are the StringID of the possible error
	return res <= (CMD_ERROR | INVALID_STRING_ID);
}

/* command.c */
int32 DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);

extern const char* _cmd_text; // Text, which gets sent with a command

bool IsValidCommand(uint cmd);
byte GetCommandFlags(uint cmd);
int32 GetAvailableMoneyForCommand(void);

#endif /* COMMAND_H */